/Engine/Source/Runtime/Engine/Classes/GameFramework/Pawn.h
Return true if we are in a state to take damage (checked at the start of TakeDamage. Subclasses may check this as well if they override TakeDamage and don't want to potentially trigger TakeDamage actions by checking if it returns zero in the super class.
virtual bool ShouldTakeDamage ( float Damage, [FDamageEvent](API\Runtime\Engine\Engine\FDamageEvent) const & DamageEvent, [AController](API\Runtime\Engine\GameFramework\AController) * EventInstigator, [AActor](API\Runtime\Engine\GameFramework\AActor) * DamageCauser ) const